Warcraft architecture
Take the night as an example:

Basic data and basic science of buildings and units;

The collision volume of NE building in war3 is basically only two data, 144 and 72. I don't know what the data unit is, but it may be related to pixels. No matter what its unit is, at least we know that the unit of each data is the same. The following is the collision volume data of NE buildings and units:

Architecture:

Moon Well and Ancient Guardian: 72

All other buildings are: 144 (including altar and hunter hall)

Units (divided into four categories: extremely small, small, medium and large):

Very small unit (collision volume 8): all air forces (including QML), which is why the air forces are always crowded together. Of course, their volume in the air has nothing to do with the ground.

Small units (collision volume 16): Elves, Fengde (many wizards in war3 are small units, and so is the small G of UD).

Medium-sized units (Collision Volume 32): Most heroes in War3 (both TC and PL are large units) and all units except ballista and mountain.

Large unit (collision volume 48): mountain giant, crossbow.

There is a certain scope requirement between architecture and architectural layout. Hunter Hall, Ancient Guardian and Moon Well are special buildings, in which there is no scope requirement, that is to say, the scope requirement is 0. The layout range between these three buildings and other buildings is required to be 8. The range requirement of other buildings is 24.

To help understand the concept of drop scope, we can% bpost/fhtp/1.0.

Agent-1. Hunter Hall, Ancient Guardian and Moon Well are all small buildings, while others are buildings.

We have introduced the concepts of large building and small building, and there is another concept-minimum void volume: two buildings are placed in the nearest way. Due to the requirements of building placement range, the minimum gap size between each type of building is different.

This classification is convenient for us to analyze the minimum void volume between buildings, so we get that the minimum void volume between large buildings is 48 (24+24 = 48); The minimum void volume between large buildings and small buildings is16 (8+8 =16); The minimum gap volume between small buildings and small buildings is 0.

From the minimum gap volume of these two types of buildings, it can be seen that large buildings can pass through large units, large buildings and small buildings can pass through small units, and small buildings cannot pass through any units.

This conclusion is very important for closed architectural style, but we usually don't adopt closed architectural style. After all, that architecture is only suitable for some specific tactics, such as the recent frenzy of FB, the bird knight tactics in the civil war in NE, and the prevention of the UD puppy RUSH at the beginning (sometimes not very useful).

Author: Zishui Youtan 2006-4-28 09:03 Reply to this speech

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2 reply: NE architecture

In fact, the unit passability conclusion of minimum void volume is also very important in these two architectural styles, but its performance is not so direct. This conclusion is applied to my circular open building layout, which will make your troops more convenient to fight.

With the above basic knowledge, we cut into the first topic: the layout of circular open buildings.

Circular open building layout

First of all, let me introduce the characteristics of this architectural style and its applicable tactics. It can be said that this layout is the most widely used in war3 today, and the most direct reason is one of ne's mainstream tactics-"three distances".

NE usually adopts the tactics of "three distances" in the face of ORC and UD, and sometimes it may add a small amount of HT according to the difference between the map and the opponent's opening. As for the addition of HT, it will also have a certain impact on the layout of this building, which I will mention later. Facing the orcs, we often have to consider an important issue, that is, the orcs will come to Talas at dawn the next day. Many players have had the experience of being won by TR of ORC at this time, and even some players lost to ORC on this issue, but the time for ORC to come to TR may be slightly delayed (waiting for the catapult twice or more). At this time, if the hero's level and strength are not dominant, it is possible that the store has not been cleaned up (the league has not been bought), so we can only rely on the defense of our base to repel ORC. It is also very important that there are basically all the water in the four moon wells at home. Try to drink as little well water as possible on the first night.

1. Features of architectural layout:

1. ring type;

2. Every three adjacent buildings can form a regular triangle (conducive to combat);

3. Orc Big G or Wolf will be attacked by ancient trees at every intersection (this is the performance of the second feature);

4. The "Sanyuan" troops are next to the Moon Well, and you can use the Moon Well to manually press the R key to replenish blood at any time without stopping an attack;

5. The elves at home will also be protected from being harassed by heroes like BM and DK.

Let me explain each feature in detail:

1. ring characteristics.

First of all, the first feature is that from the whole building layout, we can see that the whole building of the base is a ring with the mine as the center, and the ring can be divided into three rings or four rings.

From the inside of the mine to the outside,

The first ring consists of the main base, the altar, the hunter hall (not in the blowing tactics) and the miracle tree (sometimes not in the first ring, but in the outermost ring, that is, the third ring);

The second circle consists of 4 or 5 moon wells;

The third circle (the outermost circle) consists of the ancient times of war, the ancient times of wind, the ancient times of knowledge (in the ancient times of blowing streams or wind), and the miracle tree (according to the characteristics of the map, if the birth point of the base is very open, the tree should be placed here, and if it is the birth point like TR map, the store should be placed in the first circle). The well that can't be put inside is also placed in this circle, but it should be placed on the side near the tree.

The radius of each ring only needs qualitative analysis, not quantitative analysis, because quantitative analysis will make it difficult for us to do it in real games.

The first feature is the framework of the whole building layout, which is the intuitive vision of each module. To have this architectural style, you must first have this framework in your mind, because our buildings are not put together, but born one by one. With this framework, you will naturally move towards this layout.

Author: Zishui Youtan 2006-4-28 09:04 Reply to this speech

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3 reply: NE architecture

Some people may ask why there must be such a strict ring hierarchy. As long as we make the moon well into a row with multiple intersections, heroes or units can easily enter and exit; Ancient trees lined up outside the Moon Well. Isn't it enough to cover the moon? Other things don't need to be considered at all, and consideration is unreasonable, so it is completely unnecessary!

Because my architectural layout should not only consider the most basic requirements mentioned above, but also consider the four characteristics of this architectural layout and the anti-harassment in the early stage. If the state of the third ring is not strictly followed, the third and fourth features will not exist at the same time.

Every three buildings form a regular triangle.

The ancient trees with bases in NE have high attack power, and the worst miracle tree also has about 30 attack power, not to mention the attack power of the main base. What I mean here is that every three adjacent buildings form a regular triangle. Because of the circular building layout, you will find that there must be an old tree in every three adjacent buildings, so that other soldiers will be moved by the old tree if they want to come in and fight my "Three Far Army" and walk through every intersection.

My second ring (Moon Well) and the third ring (Ancient Tree) are staggered, that is, every Moon Well is just behind the gap between two ancient trees. The moon well is behind the gap, which makes the orcs or UD's melee troops have to pass through the gap between the ancient trees and then through the gap between the ancient trees and the moon well, which means they may be touched by the ancient trees twice.

Like the main base, the miracle tree inside can also form a triangle with the moon well or altar. If your opponent's soldiers rush in after your anemic hero, you will let him know how flexible elves are.

Why is it a regular triangle, not a regular triangle?

Let's review the basic data of buildings and units I mentioned before. Collision volume of ancient trees 144, Yuejing 72, and the unit is basically 32 (except Fengde, 16).

When two ancient trees are as close as possible, there will be a space (48) in the middle where large units can pass. The position of the moon behind the ancient tree is almost quantitative. We should ensure that our troops walk around the moon well unimpeded. In this case, there must be at least two medium-sized units between the Moon Well and the ancient tree, with a volume of 32*2=64. Therefore, through calculation, we can know that the linear distance from the Moon Well to the center of the ancient tree is exactly the same as that from the ancient tree to the ancient tree. So every two old trees add a moon well, or every two months add an old tree to form a regular triangle.

3. Orc Big G or Wolf will be attacked by ancient trees at every intersection.

Needless to say, this feature is the expression of the second feature. Whether the other party wants to come in and fight your troops or retreat from your base, it will be met by a big tree. Repeatedly stroking the tree will seriously reduce the total blood volume of his troops.

4. The "Sanyuan" troops are next to the Moon Well. You can use the Moon Well to manually press the R key to replenish blood at any time without stopping an attack.

This should be consistent with the radius analysis of each ring I mentioned in the introduction of the first characteristic ring. Of course, radius can only be qualitatively and roughly analyzed, and quantification is absolutely unrealistic. If your sanyuan troops can concentrate on attacking the soldiers next to your opponent's moon well, they will basically intercept your opponent in a ring. Of course, sometimes this is not the case. Sometimes the scattered arrangement can be salvo. This is because the interceptors are close to your troops. Whether they need to form a circle or not, what we need to do is to make each of them as close to the well as possible in recent months, and each unit can walk freely.

Author: Zishui Youtan 2006-4-28 09:04 Reply to this speech

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4 reply: NE architecture

Due to the limitation of the second feature, the distance between Jing Yue Ring and Ancient Tree Ring is fixed and cannot be changed. The distance that can change the radius of the ring can only be the distance between the Moon Well Ring (the second ring) and the first ring, and the position of this distance after returning to the city is also very important. Whether it is the need to return to the city or the need of the "Three Far Forces" to fight, it is both contradictory and consistent, and it needs a large space, and even the hero shopping place needs to be consistent with them.

In a word, the distance from the Second Ring Road to the First Ring Road is at least 1.5 times that from the Second Ring Road to the Third Ring Road, no matter how much it is, it is not good, which not only affects the distance from the ancient trees in the first ring road to the Moon Well, but also does not have such a big space on the map, because there is not much space for the birth point. . .

5. The elves at home will also be protected from being harassed by heroes like BM and DK.

Needless to say, the fifth feature, you can refer to the third episode of the moon vs sk.zacard Turtle Island. At that time, how did the moon stop ZC's BM from coming to his house to cut elves? It only needs to build an altar and a moon well at the beginning. Before placing the altar, place it near the tree as far as possible (be careful not to have too much, too much will lead to accidents, TP), and then use it after your DH comes out. Then put a moon well in front of the altar and beside the tree, and keep a good distance from the altar. This distance can be more than 32, which can be used by medium-sized units like Luna (because it is a trap of Luna, BM will not use a few winds after seeing DH, and will be stuck in it when it is used up). If you are not so sure as the moon, you can walk this distance.

If you are uncomfortable with this arrangement, or have no confidence in your position, it doesn't matter, because the hunter hall is built in the back, and the hunter hall will be placed behind the altar. Can't it protect the elves? A * * *, only a few elves, there is enough room. Don't make good use of the moon protection spirit like APM70 and waste building space. Fans of APM70 don't spray me. . . . . Actually, I'm a fan of his, but I don't think it's necessary to put his architecture like that. He also has his own architectural style. His architectural style is always strange. Sometimes only the next intersection is left, AC is put in, and DH exits at one intersection, forming a situation that ten thousand people can't force it, but one person guards it. Very distinctive. . . . . .

After introducing the characteristics of my circular architectural style, do you have a certain understanding of it?

Author: Zishui Youtan 2006-4-28 09:05 Reply to this speech

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5 reply: NE architecture

(be careful not to overdo it, if you are too greedy, something will happen, and then use TP when your DH comes out),

I always do anyway.

Then all the elves were killed.

Dare not upgrade the base

Continue to produce elves ~